Keep in mind, I don't consider myself THE authority on this game, there may be things I'm overlooking. This is largely what I've seen/experienced. I may be judging some chars too harshly, others too favorably. I think this is fairly accurate though.

Lastly, everyone aside from Pluto/Chibi is viable, and even those two have *something* going for them (even if it results from bad situations).

- slow normals/walkspeed (this is negligible, you wont be playing footsies too much)
- super isnt very good (damaging, but slow startup/recovery, no invul... honestly you can just forget this exists)

Mars
+ 2 of the best, if not THE best projectiles in the game. fire snake (ground fb) is fast, recovers quick, knocks down. burning mandala (aa fb) travels at an angle that can be difficult to jump over. this pretty much makes her the #1 zoner imo.
+ good walkspeed, fast normals
+ damaging bnb
+ can easily corner trap people w/ fire snake
+ super does good damage even on block, can confuse people (looks like fire snake, but starts travelling upward)

- gc is kinda meh

Neptune
+ jab dp is hilariously hard to stop/punish. just do it.
+ good, safe oki
+ decent fb, not as good as mars though
+ good range on normals, decently fast

- has problems w/ the above two chars (gets fb trapped very easily vs mars, has a little trouble getting around jupiter's fbs)

Mercury:
+ fastest character, has one of the better footsie games
+ pretty good dp, though neptune's is better
+ has two fbs that function similarly to mars (again, not quite as good)
+ has a wall jump

I made a spreadsheet with my translation of the matcbup chart from japan.

Jupiter is godtier
Neptune mars mercury and moon are high

Jupiter just has all the tools in the game and back turn light lariat combos do 100% off of any crossup you land.

Neptune has the best DP, and her super dp will do 70% life on counterhit, making it the best and most reliable big punish in the game.

Mars has sickingly good fireball lockdown and can confirm into her HK flipkick off anything for good knockdown and oki.

Mercury has the best LK and decent fireball and reversal options

Moon is the most mobile character and gets some pretty sick keepaway and mixups off doing air hearts during her dashes.

Venus has chain into up fireball lockdown, the up fireballs are insanely good and give you sickening plus frames on hit and block. You can link multiple of them in a combo and do her desperation move after one if you input it fast enough, giving venus access to the most reliable 100% DM combos. Also venus love me chain is a decent reversal tool. J7.HP is a pretty sick instant overhead. And up fireball into walkup throw/love me chain is sick.

Pluto is worthless without her DM, it recovers superfast on whiff giving her forward dash capabilities, and DM whiff cancel combos which can actually do some sick damage if you have the execution. DM whiff leads into sick pressure and mixups too, but you need to lose 50% of your life for pluto to start being a real character, making her have a lot of uphill battles.

The reason Uranus is lowtier despite her godlike training mode status is that her DC lockdown gets blownup by GCs, her fireball sucks ass, her forward dash has a super long duration and isn't invincible, and her normals aren't all that. You can shutdown her forward dash BS with a wellplaced fireball or LK and keep her out all day. But if she gets in she can infinite you so her matchups are all sorts of wonky. Bitch can't do shit versus fireballs that travel over uranus world shaking.

Don't play Chibi moon. Well ok, her DM leads to decent fullscreen chip setups, but that is a lot of chip you're going to have to deal in order to win.

I wrote this all out on my phone so it probably looks like shit, but there you go, my knowledge on the tiers from memory.

So I just won an auction for a copy of Sailor Moon S for the Super Famicom for $10.

And if anyone wants to play me online, hit me up on SNES9x. Can't seem to get the rom working in one version of ZSNES, and the version it works in, it hangs at the character select screen, which is inconsequential, since Netplay is mysteriously disabled.

Gonna re-download the emu, rom and spend some time wiping the dust off.

How on earth is Uranus near the bottom of that tier list =/

I wish I knew. Maybe they banned her infinite or something. Looking at the list she has a godawful matchup with Venus(Or Moon. I should go research this). Also, I think I read that matchup list wrong,and this is how it goes:

I wish I knew. Maybe they banned her infinite or something. Looking at the list she has a godawful matchup with Venus(Or Moon. I should go research this). Also, I think I read that matchup list wrong,and this is how it goes:

Still don't get why nobody plays Super S instead. Is Saturn a bad character or something?

Nah, she's probably one of the best (in my opinion). She has ok normals, 2 ground projectiles, and a very nice air projectile. A big weakness she has is that you can block the last hit of her desperation move, so she never deals full damage with it.

I have an idea as to why no one plays it, but it's probably wrong. I wish there was some info on a Japanese forum or something.

Personally I think most everyone in s got weaker in super s, minus uranus and maybe pluto. If I'm reading the move list right, pluto is the only one who didn't have a move replaced. But a lot of pivotal moves got removed imo, like mercury's charge projectile and moon's heart projectile, that move combined with her forward dash makes for solid mixups.

Jupiter may be similar, but oak evolution was a solid projectile, but her air to ground projectile is solid on wakeups, and her spinning kicks and 360 grab is gravy.

Only characters I didn't try were venus and chibi. Neptunes charge projectile is crap.

One obvious change in Venus is that she lost her highly-duckable Crescent Beam and gained the horrible-startup-yet-still-duckable Love and Beauty Shock.

Yeah, Venus's entire gameplan revolved around corner pressure anyway. Get them into the corner, keep them there with love me chain, and that weird AA projectile. on top of that, her dhalsim like HP. If someone were to rely on her horizontal projectile, they're playing her wrong.

Personally I think most everyone in s got weaker in super s, minus uranus and maybe pluto. If I'm reading the move list right, pluto is the only one who didn't have a move replaced. But a lot of pivotal moves got removed imo, like mercury's charge projectile and moon's heart projectile, that move combined with her forward dash makes for solid mixups.

Jupiter may be similar, but oak evolution was a solid projectile, but her air to ground projectile is solid on wakeups, and her spinning kicks and 360 grab is gravy.

Only characters I didn't try were venus and chibi. Neptunes charge projectile is crap.

Wait, neptune has no removal either, bur her addition is still trash.

Uranus didn't get a removal either, but her new attack isn't exactly useful.

Chibi is still the same cept her desperation got changed to one with high startup but hits you anywhere on the screen.

Everyone cept Pluto, Uranus, and Neptune (and maybe Mars) basically got nerfed. That may be why people don't play Super S that much. That and I read on a guide that Saturn could chain her desperation into her desperation, but I've never managed to do that.

Yeah I think the inners got the nerf hammer easily. The outers had no real changes for the better or worse. Saturn was pretty stupid. If I had to guess, competitive matches boiled down to saturn vs. Uranus.

So when you see the super s and realize it did hardly anything except make the inners much less playable, save Venus if she gets in, and I can see why s gets the playtime.

Yeah, that's the version I had, and it would just sit after selecting characters looping ghe char select music.

S works perfectly fine in 1.41, which is coincidentally the last version of zsnes that had netplay enabled. The only problem I have is the sound being distorted, but that's a minor complaint, I have no slowdown issues or bugs.

Snes9k just won't work for me. Either it has massive slowdown, or projectiles just randomly will be invisible (either 1p or 2p, never both at the same time).

Looking forward to it, Missing Person! I have the Super S version of this game which is a lot of fun but this thread's got me interested in grabbing the S version. I'd be willing to stream some matches from the SNES some night, too. Watching some of these videos and reading this thread I think we have a ways to go as far as understanding the game, so your FAQ will help a ton, thanks again.

Thanks! I keep disseminating and dissecting all the information available on this game, and learning on my own.

Tonight, I was trying to see if Jupiter's air projectile could be TK'd. I got it once on accident, haven't been able to replicate it. You can do it low to the ground without trying to TK it, but you have to be insanely quick and accurate with the motions...almost like Juri's dive kick.

But then I rewatched this:

- [Bishoujo Senshi Sailor Moon S match

First (most obvious) to note is the use of Uranus's infinite. Apparently Japan either doesn't ban it and doesn't think she's broken with it, or it's soft banned because they think that it's (again) not game breaking. You have to get it hit in a specific circumstance to get it, and the Uranus player has to be really precise. But yeah, it's painful if it gets connected.

The other thing I really saw used was (Gasp!) dash cancels into aerial specials. With this, it's almost like "why waste time trying to TK Jupiter's ground projectile when she can do it + gain some invincibility frames on the jump?"

So I'll be practicing that tonight. Some other small things of note that I already learned:

-Any connected normal (blocked or hit) can be cancelled into pretty much any special or a dash. Great for protection.
-And WTF Moon crossup gimmicks!

I'm getting a capture card in the mail soon, and my group's going to start doing streams when we get together. We're also intending on doing it danizen style, and want to implement viewer's choice for like an hour each night, so pretty much anything out of our collection is fair game.

This means Sailor Moon S, since I have it on SNES, and now have a SNES cable for my MC Cthulhu modded Saulabi. Controllers FTL.

So when we start this, get to voting if you want to see some Sailor Moon S matches.

EDIT: Just got the Jupiter DC Coconut Cyclone. Only took about 2 minutes to figure it out. Key thing to watch for is to do it near the end of the dash. Doing it early results in zero results. Might post up a video explanation later.

Just the Super Famicom. There's other Sailor Moon fighters available on the 3DO, PS1, and Saturn, but all of them are import only titles, and none of them are really any good. This game is the competitive standard for Sailor Moon fighters. However, you can honestly find this one on the cheap on eBay from Japan (I picked up mine for $8 IIRC), and modding a SNES to play Super Famicom games is super easy, I don't know how anyone could screw it up. So you might look into that.

There's also emulators, but they tend to suffer from slowdown. However, if there was a good SNES emulator with great netplay, I'd be all over that.

Best bet would be a PSN port or a Wii Classic Console port. Although I have no clue who owns the rights to this game now, since I'm pretty sure Angel is now a defunct developer, so it might not happen. Best hope of that happening is to see a Sailor Moon revival in Japan or something, but considering this only got released in Japan, I'd say it's very unlikely we see it over here. Best option is a PSN Store port, get a Japanese account and PSN card to buy it.